Huitzilopochtli is a great hero. A great Thor analog.
It occurs to me that he'd make an even better concept for an amalgam of The Punisher and The Mighty Thor. . .
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Huitzilopochtli is a great hero. A great Thor analog.
ZedZed77 wrote:Thanks, Elric! I originally had this idea on my own after reading the MnM core rules, but I mistakenly calculated the necessary rolls as 6+toughness (forgot to account for the tie-breaker situation.) This will make the math correct. Props to you!
PS It's nice to see that someone else thought damage could be handled "3.5 style" like this. Toughness saves always throw off my DnD-aligned brain.
Dreaming Psion wrote:That's a pretty neat character with an awesome backstory. Your GM's game premise sounds interesting too. Good to see you posting again
Bubble Boy wrote:I love that art and your build is excellent. Story is awesome! I especially love what you did with the shield. I always thought they were kind of complicated in the game. Mine turned out to be messy affairs. I like how simple yours is. I might have to burrow it (that's Kenderspeak for I am soo gonna rip it off! ).
Great job! Keep it up! I am looking forward to more!
Thorpacolypse wrote:Hmmm...been while since we've seen the Rules Rabbi as well...
Thorpacolypse wrote:I love that pyromancer build, Elric. And I really like that Sorcery set up. I hadn't read much on the magic in Warriors and Warlocks and since I am getting ready to run a Dresdenverse game, that flaw seems to be close to how the magic works in that universe. Thanks for showing a real application of it.
Jackelope King wrote:Over the past few day, I've been tinkering with a set of guidelines for designing encounters for GMs to use. M&M's flexibility is a huge advantage in many ways, but it can make tweaking encounters more difficult, as it becomes more of a "feel" than a science.
To that end, I've put together these guidelines for approximating how many enemies you need to challenge a group of PCs at vary levels of difficulty, and how powerful you need to make those NPCs.Step 1: How Dangerous?
Encounters are rated by how dangerous they are, or how difficult it will be for the players to overcome them:
TABLE 1: ENCOUNTER DANGER RANK
Danger Rank: Description
0: No Danger; there is almost no possible way that the PCs could suffer injury, much less defeat
: Minimal Danger; the PCs have almost no chance of being defeated
: Modest Danger; the PCs stand to suffer some injuries if they're not careful
: Significant Danger; the PCs are likely to win the fight, but it will require smart play to come out on top
: Serious Danger; the PCs are going up against a real threat and could just as easily win as they could lose, and will need to play smart to win
: Severe Danger; The PCs are going to be outmatched and without very clever gameplay and teamwork, they're more likely than not going to lose
: Overwhelming Danger; the PCs are very likely to lose the encounter, and only tremendous luck or playing at the top of their game can see them through
Step 2: Challenge Rank
Next, you need to figure out just how many NPCs to challenge your party with (and just how powerful to make them). Depending on how challenging you wish to make the encounter (see Step 1), you can have more or fewer NPCs of higher or lower power level. To determine this, you need to determine the total Challenge Rank for the encounter:
Encounter Challenge Rank = Danger Rank x Number of Party Members
So if a group of four PCs is going to face an encounter of Serious Danger (), then the encounter will have a total Challenge Rank of 16.
Step 3: How Many NPCs? How Strong?
The total Challenge Rank of an encounter can be distributed in any way you like among the enemies the PCs will face. You can divide the Challenge Ranks to many NPCs, or only a few. Depending on how many ranks you assign each enemy, it will change what Power Level that NPC is.
TABLE 2: NPC POWER LEVEL
NPC's Challenge Rank: NPC's Power Level
Challenge Rank 1: Party's PL -4 or lower
Challenge Rank 2: Party's PL -2 or -3
Challenge Rank 3: Party's PL -1
Challenge Rank 4: Party's PL
Challenge Rank 5-6: Party's PL + 1
Challenge Rank 7-9: Party's PL + 2
Challenge Rank 10-13: Party's PL + 3
Challenge Rank 14-19: Party's PL + 4
Challenge Rank 20+: Party's PL + 5
So long as the total Challenge Ranks of all of the enemies put together are equal to the Danger Rank x the number of PCs in the party, you'll still have an appropriate encounter for that Danger Rank. A Challenge Rank 16 encounter for a party of four PL 10 PCs could consist of four PL 10 enemies, or two PL 12 enemies, or one PL 14 enemy, or two PL 10 enemies and one PL 12 enemy, or eight PL 7-8 enemies [since the above table is using integer values, an enemy at party PL -2 or party PL-3 has Challenge Rank 2], or just about any other combination you can imagine.
A helpful aid for this stage, especially if you're trying it for the first time, is to put a stack of poker chips or pennies in front of you for each enemy's Challenge rank. As you add or subtract enemies, or increase or decrease their power level, you can track it easily with the tokens.
Elric wrote:Minions are weaker than villains of the same PL and their challenge ranks reflect this. Using the above notation, minions would often be worth a fraction of a challenge rank; to avoid this, minions are listed as minions per challenge rank. The minions come out of the same challenge rank budget for the encounter. For example, if you want to include challenge rank 4 worth of minions of Party PL-3, use 3 minions per challenge rank * 4 challenge rank= 12 Party PL-3 minions.
The power of minions can vary greatly with how spread out they are combined with the area attack/Takedown Attack capability of the party. Minions may not be as challenging to a particular group as these numbers suggest. This table is based on the idea that 4 minions= 1 villain of a given PL. Besides the formal minion rules, minions tend to be weaker in other ways; e.g., they generally don't have abilities like Mental Blast!
Party PL-8= 16 minions for 1 challenge rank
Party PL-7= 12 minions for 1 challenge rank
Party PL-6= 8 minions for 1 challenge rank
Party PL-5= 6 minions for 1 challenge Rank
Party PL-4= 4 minions for 1 challenge rank
Party PL-3= 3 minions for 1 challenge rank
Party PL-2= 2 minions for 1 challenge rank
Party PL-1 to Party PL= 1 minion for 1 challenge rank
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